Billy Idol
Legend
Thanks guys for the procedural generated worlds discussion.
If its just a cooler destruction of a building, fine you can use a canned offline version, but are there things that would break the game if the cloud was not available?
If online is optional then game won't break, if it's required then it'll break. Who's to say that the new Crackdown won't be like Titanfall which is online only?
I have a feeling there are very few (approaching none) PS4/XB1s that aren't connected to the internet.
...do you also have it in your house-at-beach? Or the friend of your kid that is inviting him to the beach, does have it? And at which latency, for example?
I have a very bad internet connection in a rented house I leave, and with high latency it would maybe screw things up?
I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.That's why we are currently thinking about going "online-only". But to be very open to you, we have some fear about that. Obviously. The gaming community is very careful when they hear "online-only" ... Games like Sim City simply ... Well, did it wrong.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here!
Now Jr posters on GAF are B3D sources?
Shifty if its doing it on the cloud, I assume theyre doing some decent collision etc (so no grass intersection each other etc) now the only way they can send this info back is by sending back an absolute shed load of data ~100MByte (not bit)/ sec for a single square meter of grass, who heres got a ~1TB/sec internet connection!
this is like an absolute worse case of using the cloud.
A far better example is AI eg path solving with complex large datafield
i.e. use the cloud for something that requires lots of calculations but doesnt require sending back absolutely massive amounts of data if theyre gonna do what theyre doing in the above they might as well send back the final image that you get on the screen, its prolly a lot less data
Do you really think they'd try 10,000 blades of grass in a 10cm x 10cm square?
A small tech demo (if it's even legit) is not necessarily showing how you'd implement the tech in a game.
Do you really think they'd try 10,000 blades of grass in a 10cm x 10cm square?
A small tech demo (if it's even legit) is not necessarily showing how you'd implement the tech in a game.
But this us a hypothetical 10cm x 10 cm square. Scale that to a larger area with 10,000 blades and you d still need a large amount of data. If the use of cloud is subtle then there is even less reason to rely on it. The average joe wont notice
Thats kind of the point right? I really dont know what "they" would or wouldn't try. And since no one has seen anything that makes a lick of difference in a shipping game then I guess the potential of these "cloud based game augmentations" will remain.... cloudy.
Well, you're missing the point that I was trying to make, that this is a tech demo to demonstrate the concept of physics in the cloud. Just because they're demoing grass doesn't mean they'd actually implement grass this way in an actual game. It's a proof of concept, if it's even real.
The possibilities are certainly interesting. I hope the tech pans out and is actually useful for increasing immersion. I could see this really enhancing PvE games.